Evaluating efficacy and validating games for health bhm dating site

Commercial games have inspired me to see how serious games and gamification approaches can be used to change behaviours and positively influence outcomes where traditional educational and behaviour change approaches have failed. Pamela Kato is an internationally recognized expert on serious games.

My particular area of expertise is in serious games for health. She received her masters in Counseling and Consulting Psychology from Harvard University, her Ph. in Psychology from Stanford University and completed her postdoctoral fellowship at the Stanford University School of Medicine. Kato worked with international companies, government agencies and non-profits to strategically use serious games and gamification to improve customer engagement and patient outcomes.

Notably, not only do children and teens play games, but they also have a significant presence on social networking sites such as Facebook.

evaluating efficacy and validating games for health-56

My work is inspired by great video games that have changed the way I perceive the world and engaged me to become a master.

Through video games I have played my guitar to sell-out crowds in massive concert arenas and I have restored the cosmos by rolling a ball around to collect things ranging from match sticks to mountains.

In addition, we underscore the increasing interest in this field by a number of stakeholders but also emphasize the need for more funding, given the cost of developing high-quality serious games for the field to reach its potential.

Ninety-seven percent of youth play computer, Internet, mobile, or console games, and 50% report playing videogames daily.

Our purpose is to highlight that videogames can be used for good.

We draw on emerging evidence showing that specially designed videogames can have a positive influence on cognitions and actions related to health and have the potential to be used as measures of actual behaviors outside gameplay.

Therefore, an evolving focus in producing games for health is establishing scientific and evidence-based approaches to game development alongside methods for testing these games with objective indicators of efficacy.

If the appropriate amount of time and funding is not devoted to the development and evaluation of these games, their promise will be limited.

Although serious videogames have been developed to address a range of medical conditions in children and teens, including HIV/AIDS, asthma, diabetes, and cancer, a major challenge to the field is the need for more evidence-based development and evaluation of their impact on health outcomes.

For example, despite its inherent appeal, the impact of exergaming (videogames that involve exercise) on levels of physical activity in children is still not clear.

Although not all serious videogames will require the budgets typical of large commercial videogames, the National Institutes of Health, the National Science Foundation, and other funders should demand, as part of their funding plans, the comprehensive assessment of videogames as interventions.

Tags: , ,